Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 80

Author Topic: [0.44.12+] Fortress Defense Mod II R v21: Progress Trigger and Bug Fixes!  (Read 305520 times)

darkflagrance

  • Bay Watcher
  • Carry on, carry on
    • View Profile

Dwarf Fortress: Fortress Defense II R


Release v0.21 R (for versions 43.05-44.12)
Download Basic + Challenge Mode*Individual entity files included
Download Basic Mode Only
Download Legacy Version for 43.03 and below


Just click and drag the files in the download (except the readme and folders) straight into your raw/objects folder.
Instructions for customizing your experience are included in the readme.

Graphics included; alternate graphics available here.

Note that creature descriptions are not yet updated for this version due to current ongoing changes; please see the readme for current civilizations. There may still be some kinks with invasions that have to be worked out in this version.

Worldgen suggestions:
You may want extra embark points to make sure you have a military unit with teacher and concentration. Play in a region map - "smaller" maps are more likely to place all Fortress Defense civs within range of a single embark. And make sure Number of Civilizations is 20 or higher if you play on smaller maps.
I like to generate about 30-40 years of history to ensure that most civs are still active. I've been able to find sites that could be invaded by all 18 Fortress Defense civs in addition to the vanilla visitors.

Features:
Basic: 10 new, unique, always hostile civs
Challenge: 4 more always hostile civs plus 4 optional Bonus civs

---Changes for 0.21 R7

-Fixed blendec sprites
-Fixed duplicated TRADE progress trigger
-Hellfire Imps now at attack at 80 population
-Ruthertaurs now come at higher levels of production and trade
-All siege progress triggers for bonus civs increased by 1 level

---Changes for 0.20 R6

-Added individual entity files so that mix-and-matching is easier. There is no need to split the creatures file, because they won't spawn without their corresponding entity present anyway
-Fortress Defense enemies may now apply for citizenship! Also, more Fortress Defense races can now be mercenaries and visitors
-Removed STRUCTURAL from fiend tissue
-Greater Badgermen can no longer be poisoned or suffer infections from wounds (to increase resemblance to honey badgers)
-Great Fiend Spider progress triggers altered so they attack later
-Nakashim renamed to Nakash Snakemen/women

---Changes for 0.19c R5.5

-Fixed interaction bug.
-Nerfed Hellfire imps again to further reduce frequency of dragonfire. Currently, 1/100 Hellfire imps will use it with a large recharge time.
-Fixed the caste tiles for Jotunar

---Changes for 0.19b R5.5

-Nerfed Hellfire imps: reduced frequency of dragonfire and increased time to arrival
-Removed conflicting biorhythm tags from Pandashi and Badgermen
-Reduced the amount of teeth in Fortress Defense Races

---Changes for 0.19 R5

-Fixed the graphics offset issue thanks to YetAnotherLurker! The graphics files were consolidated as a result
-Added dead's graphics for White Tigermen, as well as Minotaur graphics if you wish to implement them yourself (Minotaurs are no longer technically in the mod)
-Changed a mispelled MASTER_WRESTLER token for spiders
-Because Greater Badgermen cannot currently rest, they now have Wolverine-style regeneration

---Changes for 0.18 R4

-Additional graphics for Fortress Defense Civs courtesy of dead!
-Address conflict in promised and actual Greater Badgerman size
-Nerfed web-slinging by Great Fiend Spiders, augmented their wrestling
-Fortress Defense Civs are no longer allowed to set up their own versions of Rapture under the ocean waves (ALL_MAIN -> ANY_LAND)
-Increased the range of the Spurring interaction so animals are even less afraid when accompanying Fortress Defense sieges
-Added additional skill learn rates to furies
-Renamed the custom Fortress Defense cap so that the item name would not be duplicated in stockpiles
-Nagas now immune to their own venom

---Changes for 0.17 R3

-Spurring: makes animals that accompany sieges gain NOFEAR
-Warwolves have custom profession names and can turn others into Warwolves, also should have steel teeth and claws
-Furies use steel equipment, experimenting with skill learn rates
-Nerfed spiders to be easier to wound and fire webs less often, but have in-built wrestling
-Gave Dark Stranglers natural dodging skill
-Replaced scimitars with long swords for anything that used them
-Some removal of redundant/obsolete tokens

---Changes for 0.16 R2

-Removed natural skills that prevented armor from being worn
-Tightened down the metal access of the bonus civs
-A couple of civs are now using steel tissues
-Broadened Full Plate access
-Tweaked dodging, seasonal arrivals, and made civs arrive earlier
-Many Fortress Defense enemies can now be recruited

---Changes for 0.15 R1

-Changes needed to convert to DF 0.42.03
--Raw fixes: removed UNTOWARD, fixed Strangler tags
--Replaced adventure tier
--Made all races able to speak and open doors
-Tweaked progress triggers a little

---Changes for 0.14 EXP

-Changes made to accommodate the fact that sieges will only attack mature forts now
-Added NOPAIN to more races (nagas, large challenge races, frogmen, war elephants, hellfire imps, white tigermen, pandashi, greater badgermen)
-Some races also got NOEXERT
-Putrid Blendecs no longer breathe or suffer nausea
-Frogmen are now Frog Demons, based off 40d
-Great Fiend Spiders can now bite through steel
-Buffed War Elephants, Beakwolves, Dark Stranglers, and Raptor Men. Their attack can now penetrate armor, and they are naturally a little more resistant to weapon strikes (you will probably need at least good quality iron to fight them - but you also have three years to prepare for them).
-Greater Badgermen have the same buffs as the above while I fix their armor issue
-Switched around speech tags; White Tigermen and Ferric Elves now speak in battle, but Great Fiend Spiders no longer do
-White Tigermen and Frog Demons finally learned how to use armor
-Warwolves, Jotunar, Blendecs, Raptors, and Nightwings now have full plate access
-Fixed the lack of silk from Great Fiend Spiders (the color is still not right)
Still in testing:
-Fix the equipment bugs in bonus and challenge races

---Changes for 0.13 EXP from 34.06

-Attempted to update various broken arrival triggers
-Minotaurs are now Ruthertaurs

---
Changes from Fortress Defense Mod original:
-Now has two difficulty levels for varying degrees of massacre: Basic and Challenge!
-The Basic Mode includes ten civs. Challenge Mode adds four more ridiculously tough civs, and an optional four more!
-You can now select the entities you want to face from the included folders and install them instead of the general entity file
-Enemy arrival is based on both population and trading status, because the game cannot track population alone as the trigger for sieges. Therefore, it is advisable to avoid trading too high a volume of goods, while instead melting the armor of defeated armies or mining out your own ore to use for defense.

Mod Description:
This mod completes the revision of the original Fortress Defense Mod. It is designed for those who would like to have a chance of surviving the vast hordes of enemies who besiege you. Enemies often come in only one season, with a few exceptions, which decreases the chance of three simultaneous sieges, and only one late-game Fortress Defense civ will intercept the Dwarven caravan. However, this doesn’t mean you still shouldn’t prepare yourself for that eventuality…

Four deadly civilizations have been added to the game to act as the fitting conclusion to this mod.

The mod uses vanilla items and adds only creatures and civs, based on the ones that already exist in vanilla. In addition, the new enemies have had most useless clothing deleted from their entry so that each siege doesn't clutter up your stockpiles with tons of useless Hoary Marmot Leather Socks or something. It's best to play on a world of at least medium size, on regions rather than islands, if one wishes to experience the full potential eleven enemy civs.

Long worldgens may not be advisable.

Listing of Enemies

Dark Stranglers (size 40,000)[/b]

About 2/3 the size of dwarves and lacking in any form of armor, they are not much of a threat to an early militia. They do, however, have 4 arms and a very vicious bite, and are quite fast. As the weakest of the new enemies, they also attack the soonest.

Beak Wolves (size 50,000+)

These relatives of the familiar mount of Goblins, the Beak Dog, similarly attack dwarves with their crushing beak and sharp claws. However, they fight with greater cunning and skill than their wilder, less organized cousins, fleeing if the odds seem stacked against them. These black and white monsters will usually, but not always, attack a little while after the Stranglers.

Frog Demons (size: 100,000)

Frog Demons are just almost twice as large as dwarves. They treat water as no obstacle, and in addition, they only know how to use copper and cannot make many kinds of armor. Like Frog Demons of old that spilled from pits in the earth, they are immune to fire and building destroyers, and can also swim. They will probably flee when it is clear they are no match for you, but watch out for their arrows!

White Tigermen (size: 90,000)

Learning of the servitude their striped brethren have been forced into by the elves and dwarves, these northern avengers have come to wreak vengeance and liberate the enslaved! Their large size and ability to wield two-handed weapons makes them a worthy challenge in melee.

Nakashim/Helmetsnake Men (size: 100,000)

Half-serpent and half-man, with poisonous fangs. Their venom varies from merely paralyzing to capable of inflicting necrosis. The striking reflexes of their reptilian halves give them a great deal of speed when fighting.They use bronze and iron weapons, and include archers among their ranks. Nakashim have developed some armor making ability; however, they cannot armor their snake-like lower bodies as well as dwarves. Also, they are dextrous enough to avoid traps.

Putrid Blendecs (size: 60,000)

Finally, an enemy the same size as a dwarf! Foul blendecs, which have cloven feet and eyeless skulls for heads, could only be found in evil areas in vanilla. In Fortress Defense, they attack armed with bronze and iron weapons and armor. Because they are a twisted mix of the undead and the living, they know neither pain nor fear, and your traps cannot target them. Lately, some Putrid Blendecs have been discovered to contain lumps of Cassiterite inside their bodies. Note that due to a bug in 42.0x, this cassiterite cannot be smelted in those versions.

Ferric Elves (size: 60,000)

Ferric Elves are the remnants of elven communities who survived the fiery destruction of their forests. Left with no other choice, they learned to smelt iron and silver with the leftover charcoal and forged themselves into a formidable fighting force. Each member of their desperate race is trained to use a ranged weapon from birth, resulting in innate archery skill. Swift and agile, they are too graceful to be caught by traps. Cut off from their connection to nature they no longer wish to live, and experience no fear charging into battle, hoping only to end their internal pain. Please be so good as to oblige them!

Hellfire Imps (size: 60,000)

Fire Imps are normally exceedingly small. Hellfire Imps, however, are their comparatively huge relatives who have grown so fond of setting bonfires that they have formed a marauding horde for the purpose of burning to death as many dwarves and other unlucky victims as possible. They use up to steel armor and weaponry (including fearsome whips), but their most fearsome ability is to throw or breath fire at their prey from range, a capability which is possessed by all of their troops. Shields are heavily advisable against them.
Note: you can cheese your way out of some of this by turning off temperature. (weaklings…)

Warwolves (size: 120,000)

Twice the size of dwarves, the lightning-fast, iron- and steel-wielding werewolves are guaranteed to defeat any similarly armed unskilled dwarf in single-combat. In addition, they avoid traps, meaning that there is no easy way to deal with them. Worst of all, physical contact with them inflicts a curse that turns their opponents into crazed beasts! If you wish to meet them head-on, no less than steel-armed dwarves will suffice.

War Elephants (size: 5,000,000)

No, that size is not a typo. Elephants are massive, and they have come to lay waste to your fort just as they did the fortresses of old, only this time they come in heavy steel armor, wielding massive mauls or morningstars. Luckily for the player, Elephants do not wield shields with their trunks, and mainly rely on their tusks, their powerful bulk, and pure animal rage to kill your dwarves.

Challenge Version enemies: If it can be imagined, the power and ferocity of the following four races exceeds those of the previous tier by a ridiculous amount. They will pull no punches in their attempt to end your fort. That is why they have been sequestered into a whole league of their own.

Race One:
Spoiler (click to show/hide)

Race Two:
Spoiler (click to show/hide)

Race Three:
Spoiler (click to show/hide)

Race Four:
Spoiler (click to show/hide)

Bonus Enemies: The bonus tier enemies attack at the same time as Tier 4 enemies. They are very similar to dwarves in size and wield steel equipment. One could compare them to a well-trained dwarven militia.

Spoiler (click to show/hide)

Furies (size: 60,000)

Furies, like their cousins Harpies, possess the ability to fly. This resulted in their being removed from the Basic version due to flight pathfinding being broken. Unlike Harpies, however, Furies come in both male and female forms, and can wield weapons. Their feathers and weapons are made of steel, and they have come to feast on the corpses they plan to create.

The original (though outdated) Fortress Defense Mod is here (or just scroll down a couple of posts)
(DIFFICULTY CAUSED BY PLAYING THE OLD VERSION IS NOT THE RESPONSIBILITY OF THE MODDER)
« Last Edit: September 11, 2018, 10:50:11 pm by darkflagrance »
Logged
...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

xDarkz

  • Bay Watcher
    • View Profile
Re: [0.31.12] Fortress Defense Mod: 10 new civs to test your might!
« Reply #1 on: July 31, 2010, 12:10:18 am »

Yes! I formally thank you for giving us an assortment of monsters to destroy/be destroyed by, other than the occasional goblin, troll, or megabeast! :D

This will be "fun!"
Logged

darkflagrance

  • Bay Watcher
  • Carry on, carry on
    • View Profile
Re: [0.31.12] Fortress Defense Mod: 10 new civs to test your might!
« Reply #2 on: July 31, 2010, 12:21:46 am »

Dwarf Fortress: Fortress Defense (LEGACY)

Release v0.03 Outdated

Changes:

-Tougher civs and difficulty scale than Fortress Defense II, meaning that this might even be harder than FDII Challenge Mode.
-Warning: population triggers are slightly bugged, and the enemies generally come MUCH earlier. Danger rooms may help to get your dwarves ready for the invasions.

Link to mod: http://dffd.wimbli.com/file.php?id=2863

WARNING: You may find this version of Fortress Defense to be extremely unbalanced, although exceedingly fun. TRY AT YOUR OWN RISK!

Long worldgens may not be advisable.

Features:
10 new, unique, always hostile civs:

Tier 1: These enemies begin sieging you almost immediately, but they are truly pathetic, barely better than wild beasts. The most they should be able to do is disrupt trade, if you have any form of armor available.

Stranglers (size 40,000)

About 2/3 the size of dwarves and lacking in any form of armor, they are not much of a threat to an early militia. They do, however, have 4 arms and a very vicious bite, and are quite fast. As the weakest of the new enemies, they also attack the soonest.

Tier 2: These enemies come when you have about 20-30 dwarves.

Frogmen (size: 50,000)

Frogmen are just a little smaller than dwarves. They treat water as no obstacle, and wield wooden weapons. In addition, they cannot make many kinds of armor. They will probably flee when it is clear they are no match for you, but watch out for their arrows!

Tier 3: These enemies come when you have about 50 dwarves. The real battles begin here. In addition to the civs below, vanilla goblins will also begin attacking you.

Nagas (size: 50,000)

Half-serpent and half-man, with poisonous fangs. The striking reflexes of their reptilian halves give them a great deal of speed when fighting.They use bronze weapons, and include archers among their ranks. Nagas have developed some armor making ability; however, they cannot armor their snake-like lower bodies as well as dwarves. Also, they are dextrous enough to avoid traps.

Blendecs (size: 60,000)

Finally, an enemy the same size as a dwarf! Foul blendecs, which have cloven feet and eyeless skulls for heads, could only be found in evil areas in vanilla. In Fortress Defense, they attack armed with bronze weapons and armor. Because they are a twisted mix of the undead and the living, they know no pain or fear, and your traps cannot target them.

Furies (size: 60,000)

What differentiates Furies from Blendecs or Goblins? They use bronze and iron, and they are all the same size as dwarves, after all. However, only Furies, like their cousins Harpies, possess the ability to fly. Unlike Harpies, however, Furies come in both male and female forms, and can wield weapons. Because they fly, however, Furies are not as well armored as other races.

Tier 4: The previous tier contained enemies that were about equal to dwarves. Now, the enemies outmatch them significantly.


Werewolves (size: 120,000)

Twice the size of dwarves, the lightning-fast, bronze-wielding werewolves are guaranteed to defeat any similarly armed dwarf in single-combat. In addition, they avoid traps, meaning that there is no easy way to deal with them. If you wish to meet them head-on, no less than steel-armed dwarves will suffice.

Elephants (size: 5,000,000)


No, that size is not a typo. Elephants are massive, and they have come to lay waste to your fort just as they did the fortresses of old, only this time they come in heavy steel armor. Luckily for the player, Elephants do not wield weapons with their trunks, and only rely on their tusks, their powerful bulk, and pure animal rage to kill your dwarves.

Nightwings (size: 120,000)

These jackal-headed fiends combine the worst of many of the earlier enemies. They wield cruel weapons of steel, experience neither pain nor fear, disable your traps, are free of any need for breath or nourishment, and worst of all, they can fly on their leathery wings. Good luck to those who face them in battle!

Tier 5: These enemies are semi-megabeasts who have banded together to crush the dwarves. It will take a strong mountainhome with a veteran military to survive their assaults!


Minotaurs (size: 220,000)

Minotaurs and Giants have [BUILDINGDESTROYER:2], meaning that they can topple anything that is not a constructed wall or floor (or some bridges). The horn-headed Minotaurs, nearly four times the size of dwarves, match your dwarves in steel technology. Through their experience with labyrinths they avoid your traps and can tame underground beasts, but at least they can feel pain, right?

Giants (size: 9,000,000)

The Twilight of the World is at hand! If you reach the point where you fight these guys, you will be lucky enough to experience giants rampage through your fort like they do in Legends Mode. At size 9 million, they are nearly twice the size of Elephants. Worse, they are too large for traps to work and wear steel, while taking neither heat or cold damage. Are you bad enough to face the greatest challenge this mod has to offer and survive?
« Last Edit: September 30, 2010, 06:22:07 pm by darkflagrance »
Logged
...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

Heavenfall

  • Bay Watcher
    • View Profile
Re: [0.31.12] Fortress Defense Mod: 10 new civs to test your might!
« Reply #3 on: July 31, 2010, 04:52:40 am »

Thank you, thank you, thank you!
Edit: I notice PROGRESS_TRIGGER_POP_SIEGE:5 on the toughest sons of a bitches... how awesome will this be.
« Last Edit: July 31, 2010, 04:58:15 am by Heavenfall »
Logged
Upon him I will visit famine and a fire, until all around him desolation rings
and all the demons in the outer dark look on amazed and recognize
that vengeance is the business of a dwarf

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [0.31.12] Fortress Defense Mod: 10 new civs to test your might!
« Reply #4 on: July 31, 2010, 04:57:20 am »

Hehe, sieging elephants. I wanted to make it but didn't really do. Awesome job.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Heavenfall

  • Bay Watcher
    • View Profile
Re: [0.31.12] Fortress Defense Mod: 10 new civs to test your might!
« Reply #5 on: July 31, 2010, 06:57:22 am »

Just got sieged by nagas at population 12. They arrived at the same time as the first strangler siege. Mid-summer first year.

This is going to be so much fun.

Edit: Thunder giants arrived a week later. Lets see if they wipe each other out. Edit2: They didn't.
Also fun fact: thunder giant riding a giant bat.
« Last Edit: July 31, 2010, 07:05:17 am by Heavenfall »
Logged
Upon him I will visit famine and a fire, until all around him desolation rings
and all the demons in the outer dark look on amazed and recognize
that vengeance is the business of a dwarf

darkflagrance

  • Bay Watcher
  • Carry on, carry on
    • View Profile
Re: [0.31.12] Fortress Defense Mod: 10 new civs to test your might!
« Reply #6 on: July 31, 2010, 09:53:08 am »

Just got sieged by nagas at population 12. They arrived at the same time as the first strangler siege. Mid-summer first year.

This is going to be so much fun.

Edit: Thunder giants arrived a week later. Lets see if they wipe each other out. Edit2: They didn't.
Also fun fact: thunder giant riding a giant bat.

I think the problem is due to a last minute change I made to all the civs. I'll fix the problem when I get back from work.
Logged
...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

jocan2003

  • Bay Watcher
    • View Profile
Re: [0.31.12] Fortress Defense Mod: 10 new civs to test your might!
« Reply #7 on: July 31, 2010, 10:58:20 am »

There was a similar mod back for D16 im so happy to see it back ahhhh, the werewolves, god know how i hated them only barely had time to close the bridge before they storm inside..... SOO fast
Logged
Quote from: LoSboccacc
that was a luky dwarf. I had one dabbling surgeon fail so spectacularly that the patient skull flew a tile away from the table.
Quote from: NW_Kohaku
DF doesn't mold players into its image - DF merely selects those who were always ready for DF.
Quote from: Girlinhat
Minecraft UI is very simple. There's only so many ways you can implement "simple" without copying something. We also gonna complain that it uses WASD?

Heavenfall

  • Bay Watcher
    • View Profile
Re: [0.31.12] Fortress Defense Mod: 10 new civs to test your might!
« Reply #8 on: July 31, 2010, 12:58:10 pm »

You should be aware that there seems to be a problem with invaders riding beasts. They tend to not do much at all unless you walk to them. And if its the leaders... everyone else follows them (or, follows them nowhere). I've turned many a short goblin sieges into yearlong sieges because they won't do anything.

This goes for the game in general, not the mod.
Logged
Upon him I will visit famine and a fire, until all around him desolation rings
and all the demons in the outer dark look on amazed and recognize
that vengeance is the business of a dwarf

Ironhand

  • Bay Watcher
  • the llama is laughing
    • View Profile
Re: [0.31.12] Fortress Defense Mod: 10 new civs to test your might!
« Reply #9 on: July 31, 2010, 01:14:18 pm »

Steel armored elephants???

...awesome! Me too:     
Logged

Heavenfall

  • Bay Watcher
    • View Profile
Re: [0.31.12] Fortress Defense Mod: 10 new civs to test your might!
« Reply #10 on: July 31, 2010, 04:28:33 pm »

Oh, that comment I made above was only regarding flying beasts. I'd edit, but its hours later.
Logged
Upon him I will visit famine and a fire, until all around him desolation rings
and all the demons in the outer dark look on amazed and recognize
that vengeance is the business of a dwarf

Lormax

  • Bay Watcher
    • View Profile
Re: [0.31.12] Fortress Defense Mod: 10 new civs to test your might!
« Reply #11 on: August 01, 2010, 01:49:47 am »

Quote
I think the problem is due to a last minute change I made to all the civs. I'll fix the problem when I get back from work.

Was that issue fixed?  If so, I'm going to download this!
Logged

darkflagrance

  • Bay Watcher
  • Carry on, carry on
    • View Profile
Re: [0.31.12] Fortress Defense Mod: 10 new civs to test your might!
« Reply #12 on: August 01, 2010, 05:33:55 am »

Ok, I think I've fixed the problem. The link in the OP should lead to the download for v0.02.
Logged
...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

Heavenfall

  • Bay Watcher
    • View Profile
Re: [0.31.12] Fortress Defense Mod: 10 new civs to test your might!
« Reply #13 on: August 01, 2010, 04:41:08 pm »

Blendecs, furies and war elephants arrived late second summer (45 dwarves pre-fight). Furies were marked as crossbowmen, but didn't shoot. The main fury was riding a war tiger (odd for a flying unit). The war elephants were pretty damn weak for a "tier5" enemy. Nevertheless, 3 sieges at once annihilated my 15man steelarmored defense... some silly dwarf forgot to hook up the bridges to the lever so noone tasted magma.

Edit: Strike that. The elephants were caught in traps. One squad of wrestler+pikemen elephants massacred my army in less than a milisecond.
« Last Edit: August 01, 2010, 05:02:10 pm by Heavenfall »
Logged
Upon him I will visit famine and a fire, until all around him desolation rings
and all the demons in the outer dark look on amazed and recognize
that vengeance is the business of a dwarf

darkflagrance

  • Bay Watcher
  • Carry on, carry on
    • View Profile
Re: [0.31.12] Fortress Defense Mod: 10 new civs to test your might!
« Reply #14 on: August 01, 2010, 05:23:13 pm »

Blendecs, furies and war elephants arrived late second summer (45 dwarves pre-fight). Furies were marked as crossbowmen, but didn't shoot. The main fury was riding a war tiger (odd for a flying unit). The war elephants were pretty damn weak for a "tier5" enemy. Nevertheless, 3 sieges at once annihilated my 15man steelarmored defense... some silly dwarf forgot to hook up the bridges to the lever so noone tasted magma.

Edit: Strike that. The elephants were caught in traps. One squad of wrestler+pikemen elephants massacred my army in less than a milisecond.

I'm still tweaking the mod until it meets my satisfaction over the long-term average game. Due to the random nature of world gen, each game tends to be quite different.

Yeah, I've found that the triggers are a little imprecise. The new siege progress triggers have no data on the wiki, and it's hard to say exactly how they interact with the normal triggers from last version, so I'm still testing them myself. In my current fort on this version, I get sieged by Stranglers the first year, which I expect, but so far no other enemy types have attacked me in the second year. My doors are encrusted with strangler bones.

As for the Furies, flying units are a bit wonkier than I expected if they spawn in the air. I don't think the odd trapped enemy is too bad yet, but if it becomes game-breaking, I'll remove the Flier tag or replace them entirely.

If you are having trouble with earlier than normal enemies, I'd suggest to try keeping production and trade a bit slower than normal. I'm building primarily farming forts that trade food for the steel I need to make weapons.

 War Elephants are actually Tier 4, I believe, but they were balanced to take into account weapon traps: they don't trapavoid them but tank them, and those who survive attack the dwarves.

Also, when testing Elephants vs. Dwarves, I've found that weapon skill tends to make the most difference. Because Elephants are still using their relatively weak tusks, their attacks tend to bounce off skilled fighters in steel.
Logged
...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod
Pages: [1] 2 3 ... 80